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Good Time Suji

Posted: Wed Feb 06, 2013 12:47 pm
by SmoothOper
Are there any good time techniques. I play on IGS, with the rolling 10 minutes per 25 moves, I have used standard invasion sequences as the clock moves towards 1:00 to fire off five or six moves, what are other good ways to game the clock?

Also I know GoProblems.com has timed problems, are there any other good ways to improve time efficiency?

Re: Good Time Suji

Posted: Wed Feb 06, 2013 12:57 pm
by RobertJasiek
There are time suji for creating extra time (e.g., virtual ko threats) and time suji for wasting opposing time (e.g., invasions filling every intersection of a huge territory region). When you create a ko fight just as a time suji, don't forget to have created it...

Re: Good Time Suji

Posted: Wed Feb 06, 2013 1:08 pm
by Bill Spight
I have heard of Good Time Susie, but not Good Time Suji.

;)

Re: Good Time Suji

Posted: Wed Feb 06, 2013 1:13 pm
by oren
I figured a Good Time Suji would involve some sake with the game.

Re: Good Time Suji

Posted: Wed Feb 06, 2013 1:28 pm
by SmoothOper
RobertJasiek wrote:There are time suji for creating extra time (e.g., virtual ko threats) and time suji for wasting opposing time (e.g., invasions filling every intersection of a huge territory region). When you create a ko fight just as a time suji, don't forget to have created it...

I guess the ideal situation would be if my opponent had more time on his clock and about the time my time clicked over to start the next period, was about the time the ko fight started from my invasion.

Re: Good Time Suji

Posted: Wed Feb 06, 2013 1:59 pm
by Polama
If you absolutely need time in any time system that rewards fast moves (e.g. Fischer, IGS), you can always burn ko threats. There are usually a couple obvious sente moves that don't accomplish anything on the board. Ideally you keep them to win ko's with, but better to have to avoid ko's later than lose on time.

Threats to a kill a group can be used when your opponent is low on time: it's often easy to see an attack that should be stoppable, but where the correct response isn't immediately obvious. It's a lot more important that the defender read correctly than the attacker in an attack that shouldn't succeed.

You can also find the trickiest looking area of the board and spend your time advantage reading deeply. Then start the sequence, and assuming you read correctly you can instantly respond to each move, giving your opponent no time to catch up on reading.

Good time management and long enough time settings lessens the need for such tricks.

Re: Good Time Suji

Posted: Wed Feb 06, 2013 2:21 pm
by SmoothOper
Polama wrote:If you absolutely need time in any time system that rewards fast moves (e.g. Fischer, IGS), you can always burn ko threats. There are usually a couple obvious sente moves that don't accomplish anything on the board. Ideally you keep them to win ko's with, but better to have to avoid ko's later than lose on time.

Threats to a kill a group can be used when your opponent is low on time: it's often easy to see an attack that should be stoppable, but where the correct response isn't immediately obvious. It's a lot more important that the defender read correctly than the attacker in an attack that shouldn't succeed.

You can also find the trickiest looking area of the board and spend your time advantage reading deeply. Then start the sequence, and assuming you read correctly you can instantly respond to each move, giving your opponent no time to catch up on reading.

Good time management and long enough time settings lessens the need for such tricks.
Time management cuts across rank and length of time. Good players find ways to use whatever time they are given to the maximum.

Re: Good Time Suji

Posted: Wed Feb 06, 2013 7:14 pm
by ez4u
oren wrote:I figured a Good Time Suji would involve some sake with the game.
I have tested this extensively. Results:
Good Times - Lots! :blackeye:
Avoiding Time Trouble - Not so much :scratch: